Tag: fugio

In the last couple of weeks I was at the Eden Project in Cornwall for the opening of their new Invisible Worlds exhibition, where I have a Fugio based interactive installation that’s been running happily for three years now. I gave a talk about my art practice and Fugio, and took this algorithmic photography of the Infinity Blue installation.

Additionally, I’ve been mainly working on finishing off my new art installation for the Francis Crick Institute in London, but I managed to work on a couple of notable fixes for our Early Adopters.

This week we have a new node for capturing raw audio data (currently mono only) and making it available as an array, which can then be used by many other nodes include Lua scripting (as we can see in this new example) or OpenGL shaders.

Am currently shifting the macOS compiling to a new dedicated computer which will increase the requirements for the macOS build to require El Capitan (10.11).

Keeping backwards compatibility in macOS is a complex task. While Apple’s official stance is that later versions of the OS should be able to compile apps that work on earlier versions, the reality is that it is all too easy to slip up and compile binaries that aren’t compatible at all but there are no errors or warnings.

To preserve what little sanity I have left, I’m installing a Mac Mini with El Capitan and adding it to my build farm. This should generate solid compatible binaries for at least another year.

While I’ve worked hard to support 10.9 and 10.10 over the years, it takes progressively more work so I have to draw the line somewhere so I can focus on features rather than the builds.

The code should remain backwards compatible, so if you need a 10.9 or 10.10 build, you will be able to compile it yourself.

There’s been another busy week working on the upcoming 3.0.0 release, the results of which can be downloaded in the latest development builds.

NEW: Freeframe plugin with support for 1.0 and FFGL plugins. Set the paths to the plugins in the Fugio preferences. Please remember that only 32-bit builds can load 32-bit Freeframe plugins (and vice versa for 64-bit).

NEW: Experimental fast input pin setting – press and hold the left mouse button on an input pin until the slider pops up

NEW: Spout to Image example

NEW: Flip image flag added to Spout Sender

UPDATED: Rate Control has a proper trigger pin now

FIXED: Issues with new Windows installer that fixes the application icon and plugin loading (thanks truthcollins)

FIXED: OpenGL debugging was still on in release builds

I’m flying off to Texas tomorrow for an exhibition, so there almost certainly won’t be a Fugio Friday next week.